I haven't tried this yet but I was wondering if someone had and save me the experiment. Has anyone just went up? My theory is if I get a higher altitude I could just be out of range of the turrets and just swoop down on the main target once over them.
Of course we have tried it. It sounds good in theory, but... Go try it yourself and then come back and we'll talk OK?
I haven't tried this yet but I was wondering if someone had and save me the experiment. Has anyone just went up? My theory is if I get a higher altitude I could just be out of range of the turrets and just swoop down on the main target once over them.
Of course we have tried it. It sounds good in theory, but... Go try it yourself and then come back and we'll talk OK?
to be more specific the turrets have much longer range then player ships
[quote="chastity1337;c-13618621"
Of course we have tried it. It sounds good in theory, but... Go try it yourself and then come back and we'll talk OK?[/quote]
I was hoping to save the trouble of trying this out wasting time for the rest of the team. I am guessing that it is not a good strategy and since its a chore to get a straight answer here I'll just leave it at that.
"There is iron in your words of death for all Comanche to see, and so there is iron in your words of life. No signed paper can hold the iron. It must come from men. The words of Ten Bears carries the same iron of life and death. It is good that warriors such as we meet in the struggle of life... or death. It shall be life." - Ten Bears (Will Sampson)
I haven't tried this yet but I was wondering if someone had and save me the experiment. Has anyone just went up? My theory is if I get a higher altitude I could just be out of range of the turrets and just swoop down on the main target once over them.
Of course we have tried it. It sounds good in theory, but... Go try it yourself and then come back and we'll talk OK?
to be more specific the turrets have much longer range then player ships
That isn't true. They have the same 10km range. The stuff in the craters are of course lower than the ones on the ridges, so going high means you have to outrange the ridge turrets which means you then have to descend a few km to hit the crater enemies.
I go after the turrets while the others take on the ships. Gives the team mates breathing room, while I give the turrets something to shoot at. I made my ships to take a beating, and I fight defensively to begin with, so it works out well.
Yup! ^This!^ This right here. I load my ship for this TFO with every countermeasure in the game, along with all the Hull Regeneration Traits, and play Wild Weasel pilot while everyone else races to kill the ships powering up and then tries to swat J'Ula. The small walkers are just mobile turrets. So they suffer right along with the rest.
As to the MkXV vs. MkXII discussion. I say - Nonsense! The only mandatory gear for any ship is a Captain who understands the strengths and weaknesses of her ship. I've flown this with a ship kitted out with Mk XII VR and achieved the same result as I did when flying my "Little Monster". Mk XV Epic gear allows a Captain to do something really stupid and live to learn from it. This is its only advantage. Which isn't really all that big. Just expensive.
A six year old boy and his starship. Living the dream.
Carriers are actually my first choice for this map which isnt the case in most TFOs - its not by luck that I do this TFO only on my carrier specialist toon.
I haven't tried this yet but I was wondering if someone had and save me the experiment. Has anyone just went up? My theory is if I get a higher altitude I could just be out of range of the turrets and just swoop down on the main target once over them.
I haven't tried this yet but I was wondering if someone had and save me the experiment. Has anyone just went up? My theory is if I get a higher altitude I could just be out of range of the turrets and just swoop down on the main target once over them.
I do that all the time, it works..
It is the method I usually use as well. Hitting the ceiling and scraping along to the next target is a bit immersion breaking, but the scenario itself is such Flash-Gordon level of nonsense (especially the inane dialog) there is not that much immersive potential to break.
The limitations of the flight simulation in the game really shows it warts here too, diving on a target is often a more of a fight with those limitations than it is with fighting the enemy. And unfortunately, while it saves a little travel time it still drags.
Also, if you are in a group who just goes after the reactors without taking out enough ships and turrets it can be almost instant death when you inevitably get crossfired by half a dozen turrets and usually at least that many ships and walkers on top of that. Survival often only lasts as long as special defense traits and powers hold out and once targeted like that it is almost impossible to get away before they drop and you get fragged.
I am a using a new alt I leveled up to 65 a week ago. Another TOS character flying a T3 Perseus escort. Not T6, but T3 version. All Mk XII gear, blue with a few purple consoles. I have tried both flying high and doing a dive bomber run like a Stuka and also flying low darting in and out shooting turrets. No room to be sloppy and make mistakes, but I find I can survive doing both tactical plans. That little T3 Perseus can turn on a dime and the heavy phaser cannons pack a big punch.
The key for me is knowing my ship and being very selective on how I equip and assign bridge officers. A T3 has far fewer slots for equipment and bridge officer skills, so need to be careful.
i have done this a few times, and have mixed results with teams, as i am sure many have as well.
i find the biggest issue, as mentioned, is that people target the reactor and nothing else around it. the last set i ran i was taking hits from everything and trying to take out the turrets and walkers, with no such luck as others were targeting just the reactor.
may not be true, but it is if the game makes round robin type attacks. if people only mark the reactor, and not the walkers or shield things, it seems the game goes from one person to another and just tanks them with fire from everything, and then moves on. and as mentioned, when this happens, it is difficult to punch skills for defensive purposes as the mass attack can take you from max all to like no shields and 20% hull in no time flat.
this last run was so disorganized it wasnt even funny, and yet it was.
I do diving attacks, but i target the shield generators, not the Elachi, if you don't attack them, they actually help you to destroy the generators, if you have good shields (the cristaline shield is perfect for this mission, as it works like having a permanent tactical team power), the turrets don't bother you too much. With 2 of them destroyed, you can level the generator easy. Same goes for the shipyars, full impulse up, if you get shot, hit evasive m., and you are ready (If you have surplus deutherium, it's even better or the tier 2 impulse console)
i have done this a few times, and have mixed results with teams, as i am sure many have as well.
i find the biggest issue, as mentioned, is that people target the reactor and nothing else around it. the last set i ran i was taking hits from everything and trying to take out the turrets and walkers, with no such luck as others were targeting just the reactor.
may not be true, but it is if the game makes round robin type attacks. if people only mark the reactor, and not the walkers or shield things, it seems the game goes from one person to another and just tanks them with fire from everything, and then moves on. and as mentioned, when this happens, it is difficult to punch skills for defensive purposes as the mass attack can take you from max all to like no shields and 20% hull in no time flat.
this last run was so disorganized it wasnt even funny, and yet it was.
I do diving attacks, but i target the shield generators, not the Elachi, if you don't attack them, they actually help you to destroy the generators, if you have good shields (the cristaline shield is perfect for this mission, as it works like having a permanent tactical team power), the turrets don't bother you too much. With 2 of them destroyed, you can level the generator easy. Same goes for the shipyars, full impulse up, if you get shot, hit evasive m., and you are ready (If you have surplus deutherium, it's even better or the tier 2 impulse console)
Tanking is not hard on an engineer toon with a high hull and hull regen setup. My Sarcophagus has 228k hull idle on space with disco set and with my regen I never seen my hull go below 80something %. Pets are good on this map as well as they start the attacks before you even enter in shooting range and the pets that ship comes with got almost an instant re-cast if you got 3 flight deck boffs
I did try going up last night. You don't get very far before you hit the 'ceiling' and get the dialog box about Warping out.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Comments
Of course we have tried it. It sounds good in theory, but... Go try it yourself and then come back and we'll talk OK?
to be more specific the turrets have much longer range then player ships
Of course we have tried it. It sounds good in theory, but... Go try it yourself and then come back and we'll talk OK?[/quote]
I was hoping to save the trouble of trying this out wasting time for the rest of the team. I am guessing that it is not a good strategy and since its a chore to get a straight answer here I'll just leave it at that.
That isn't true. They have the same 10km range. The stuff in the craters are of course lower than the ones on the ridges, so going high means you have to outrange the ridge turrets which means you then have to descend a few km to hit the crater enemies.
Yup! ^This!^ This right here. I load my ship for this TFO with every countermeasure in the game, along with all the Hull Regeneration Traits, and play Wild Weasel pilot while everyone else races to kill the ships powering up and then tries to swat J'Ula. The small walkers are just mobile turrets. So they suffer right along with the rest.
As to the MkXV vs. MkXII discussion. I say - Nonsense! The only mandatory gear for any ship is a Captain who understands the strengths and weaknesses of her ship. I've flown this with a ship kitted out with Mk XII VR and achieved the same result as I did when flying my "Little Monster". Mk XV Epic gear allows a Captain to do something really stupid and live to learn from it. This is its only advantage. Which isn't really all that big. Just expensive.
I do that all the time, it works..
It is the method I usually use as well. Hitting the ceiling and scraping along to the next target is a bit immersion breaking, but the scenario itself is such Flash-Gordon level of nonsense (especially the inane dialog) there is not that much immersive potential to break.
The limitations of the flight simulation in the game really shows it warts here too, diving on a target is often a more of a fight with those limitations than it is with fighting the enemy. And unfortunately, while it saves a little travel time it still drags.
Also, if you are in a group who just goes after the reactors without taking out enough ships and turrets it can be almost instant death when you inevitably get crossfired by half a dozen turrets and usually at least that many ships and walkers on top of that. Survival often only lasts as long as special defense traits and powers hold out and once targeted like that it is almost impossible to get away before they drop and you get fragged.
The key for me is knowing my ship and being very selective on how I equip and assign bridge officers. A T3 has far fewer slots for equipment and bridge officer skills, so need to be careful.
I do diving attacks, but i target the shield generators, not the Elachi, if you don't attack them, they actually help you to destroy the generators, if you have good shields (the cristaline shield is perfect for this mission, as it works like having a permanent tactical team power), the turrets don't bother you too much. With 2 of them destroyed, you can level the generator easy. Same goes for the shipyars, full impulse up, if you get shot, hit evasive m., and you are ready (If you have surplus deutherium, it's even better or the tier 2 impulse console)
Tanking is not hard on an engineer toon with a high hull and hull regen setup. My Sarcophagus has 228k hull idle on space with disco set and with my regen I never seen my hull go below 80something %. Pets are good on this map as well as they start the attacks before you even enter in shooting range and the pets that ship comes with got almost an instant re-cast if you got 3 flight deck boffs
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'